| Wardogs | |
|---|---|
| Developer | Bulkhead |
| Publisher | Team17 |
| Producer | Joe Brammer |
| Designer | Mark Pinney |
| Engine | Unreal Engine 5 |
| Platforms | |
| Release |
|
| Genre | First-person shooter |
| Mode | Multiplayer |
Wardogs (stylised in all caps) is an upcoming first-person shooter video game developed by Bulkhead and published by Team17. It was released into closed beta on 22 August 2026 and into early access for Windows on 10 September 2026, with PlayStation 5 and Xbox Series X and Series S releases scheduled for 2028.
Inspired by the "King of the Hill" custom gamemode mod for Arma 3, Wardogs has players join one of three mercenary factions fighting a multi-sided battle over a randomised control zone in the mountains of the Caucasus region of Eastern Europe. The game revolves around a quasi-virtual economy in which players have in-game cash and must manage their finances to purchase their own equipment and vehicles while accounting for factors such as affordability, risk of equipment loss, and overall profits. Despite revolving around currency, Wardogs does not feature any microtransactions, such as an item shop or a battle pass system.
The development of Wardogs took several years, with it first being pitched to Tencent with a budget of £10 million to £12 million; however, disagreements between Bulkhead and Tencent led to Bulkhead joining Team17. Wardogs was first announced in February 2026. As the game is still in active development, each "season" features progression wipes and experimental game mechanic alterations as a means of testing features and player behaviors.
Wardogs received positive reception upon its early access release from both playtesters and critics. The game was a financial success in early access, with 2 million copies sold and over 400,000 peak concurrent players within less than a week, accumulating around £52.2 million in revenue.

Wardogs is a player-versus-player tactical shooter, in which players are affected by realistic factors and can be killed quickly. The game is set in an implied alternate history in a fictional Caucasus region in Eastern Europe that is contested by three private military companies: Lonestar (blue) from the West, Valkyra (red) from the Soviet People's Republic, and Manticore (green) from the Kingdom of Persia. Servers of up to 100 players are split into three teams representing these PMCs, who fight for a 2×2 kilometre "Control Zone" placed randomly on a larger 256-square-kilometre map. The team with the most players in the Control Zone scores a point every ten seconds, which can be boosted by holding a much smaller slowly-moving "Hot Zone" within the Control Zone that counts players within it as double. Across the map are towers containing digits of a code that, when completed, can force the Hot Zone to move toward a tower; teams can also build drills, which can draw the Hot Zone toward them while active. As a way to help hold positions in and around the Control Zone, players can build structures with hammers and supplied building materials, with the ability to establish forward operating bases that offer greater structure and emplacement options and can serve as team rallying points, though they must be continuously supplied.
The main gimmick of Wardogs is its "cash is king" style of play. Each player's account in Wardogs starts with $10,000 in in-game cash, which can be used to purchase an assortment of weapons, equipment, ammunition, attachments, vehicles, helicopters, and supplies for themselves and their team. These purchases, except initial unlocks, are not persistent and exist in the match only, but cash is persistent across matches, forcing players to be wise with their purchases, consider the risks of taking expensive equipment and vehicles to the front, and aim for a personal profit by the end of the match (with profits for their current life displayed next to the cash counter on the HUD). Cash is a significant factor in gameplay, with certain tasks and actions such as kills, assists, transporting, supplying allies, and being in the Control Zone or Hot Zone all providing payment, creating financial incentives for playing support roles such as logistics, military engineering, or airlifting instead of prioritising combat. In turn, players must use their cash for a large number of actions, such as buying gear and supplies, repairing their vehicles, or taking items from supply crates ("purchased" from the player that delivered the supply crate, who can also apply a markup to their supplies for greater profit, at risk of potentially making them too expensive and unappealing).
Players can use cash as part of interactions and cooperation, such as offering cash as a "bribe" when incapacitated to encourage being revived, or giving small tips to players for transporting or reviving them. Players can bet wagers on certain events and tasks, such as a player betting whether or not they can get a certain amount of kills in one life. Cash could also serve a role in the game's anticheat system. Cash, XP, and unlocks reset for all players with every season, but cash can be exchanged for gold bars, which are safe from seasonal resets, have a simulated exchange rate, and can be used to purchase cosmetics and emotes. These gold bars are the only way to acquire these items, and the cash exchange is the only way to acquire gold bars; Wardogs is not planned to have microtransactions nor a battle pass.

Development of Wardogs took several years and first started in Derby, England, with the engine of choice being Unreal Engine 5. Bulkhead initially pitched the game's concept to the studio's prior owner, Tencent, with a budget of around £10 million and £12 million. However, Tencent insisted on a larger and more expensive production and was confused and suspicious of Bulkhead's development doctrine that discouraged "throwing money at people and problems"; Bulkhead CEO Joe Brammer likewise disdained Tencent's mandated corporate direction, and considered quitting and closing down Bulkhead if another buyer for the studio could not be found.
Ultimately, Bulkhead left Tencent in 2025 and joined a consortium with video game publisher Team17, making Wardogs a predominantly British production. Wardogs was announced on 5 February 2026 by Team17 with the tagline of "Tactical All Out Warfare". On 6 June 2026, a gameplay trailer was released to Bulkhead's YouTube channel; it was also shown at the Future Games Show Summer Showcase. During the development of Wardogs, Bulkhead laid off several workers, which directly affected QA testing.
A showcase of the full game was livestreamed on Twitch on 3 September 2026. According to the developers, they are working on Proton and Linux support for the game. Wardogs launched into a closed beta on 22 August 2026 for people who pre-ordered it, and it released into early access on 10 September 2026. On 7 September, it was announced that BisectHosting would be a hosting partner to balance server performance standards before launch. Although the game was slated for release on 10 September, it was released on September 11 in certain timezones. As a part of the game's launch, Bulkhead announced that Wardogs will be ported to PlayStation 5 and Xbox Series X and Series S in 2028.
According to Steam statistics, Wardogs reached the top of its charts at number one within hours of the early access launch, directly competing with Call of Duty: Modern Warfare 4, which entered early access on the same day. It also had over one million Steam wishlists. Nearly 500,000 players played the closed beta, with over 100,000 concurrent players on Steam at one point; playtesters provided very positive feedback, with some saying performance and optimisation exceeded expectations.
Wardogs surpassed 300,000 concurrent players on Steam and sold 1 million copies on 10 September, its first day in early access. By 15 September, Wardogs had a peak player count of 428,666 and recorded over 2 million copies sold; on 27 September, sales surpassed 3 million copies. Over £52.2 million in revenue was generated from sales within its first week, putting it at #7 in Steam's 2026 list of new games in terms of revenue. Brammer reported that Bulkhead was struggling to deal with DDoS attacks since launch and that the developers felt "a bit out of control with how big things have gone and how much extra security we have been forced to do". Despite its large initial playerbase and sales figures, Bulkhead stated that Wardogs is not designed nor intended to have widespread appeal, and encouraged prospective buyers to "look into it more" before purchasing it. Brammer also said he expected the player count to decrease naturally as "hype dies down".
James Ford, reviewing early access for Polygon, called Wardogs one of the "best FPS games of the decade", highlighting its gameplay and social mechanics and noting the development of a dynamically-shifting metagame as players pursued unlock-based strategies and counter-strategies, such as hollow-points being used on exposed limbs to circumvent high-tier armor or mortars ending an overreliance on fortified bases. Eurogamer's Rick Lane commended the gameplay and its "kind of ingenious" use of cash as both a positive and a flaw, comparing its influences on player behaviors to a social experiment. Kotaku's Zack Zwiezen agreed with cash having interesting effects compared to other shooter games, and called Wardogs a "damn good FPS".
During its initial launch, Wardogs's servers experienced significant struggles during matchmaking, which Brammer suggested was due to Valve Corporation rate limiting the game; during this period, the game was review bombed when it appeared that streamers could skip login queues while regular players could not; Bulkhead confirmed this was intentional and undid the change. Additional criticism arose regarding claims of the game's progression being too slow in Season 1 and too fast (and exploitable) in Season 2, benefiting grinders while others struggled to catch up or contend with opponents using high-level gear they lacked time to unlock the counters to.
After the early access release, an internet meme arose regarding the Lonestar team's perceived lack of skill and competency, as well as gameplay disadvantages such as their brighter clothing and unfavorable spawn placements. While the meme encouraged the development of communities based on team identification, genuine criticism arose after it created a self-fulfilling prophecy where skilled players refused to join Lonestar, leaving inexperienced players unaware of the meme to fill it instead. In Season 2, Bulkhead experimented with small bonuses for Lonestar to test whether their disadvantage was fundamental or psychological, only to remove it within one day after players began leaving servers if they could not join Lonestar for the bonuses, causing matches to stall.